All-Star Battle ★ Narancia Ghirga
Narancia returns in the PS3 title, voiced by Yuuko Sanpei, he was confirmed for the game alongside Bucciarati and Diavolo.
As one of the mass majority of playable characters in the game with the "Stand" Style, Narancia can turn Aerosmith on/off, changing movesets, as well as having access to the Stand Rush ability returning from the Capcom game, being able to attack in conjunction with his Stand. Narancia has 950 HP.
Narancia is the only playable member of Team Bucciarati who does not activate Resolve Mode when low on health, instead entering the standard Rumble Mode.
During a fight, Narancia can use several different attacks that were featured in Vento Aureo.
Narancia can summon or dismiss his Aerosmith, altering his available abilities.
Narancia performs a high kick. A command normal that can chain into Narancia's skills.
Narancia delivers a straight punch while simultaneously using his arm as a runway to summon Aerosmith, which shoots a volley of bullets flying forward. The bullets fired by this attack only travel a very short distance before expiring. (Flash Cancel comboable)
Aerosmith is summoned to shoot while advancing at an upwards angle, functioning as a reversal and anti-air with great range. The bullets fired by this attack only travel a very short distance before expiring, and the attack button inputted determines the duration of the skill. If struck, the opponent is knocked into the air and carried away from Narancia by the bullet volley. Repeatedly tapping the attack button extends Aerosmith's shooting time, increasing the attack's range and total damage. (Flash Cancel comboable)
A command Throw. Narancia summons Aerosmith to fly straight forward a moderate distance. If it connects with the opponent, Aerosmith shreds them with its propeller as Narancia takes the chance to run up to them and jump-kick them high into the air.
Aerosmith is sent to shoot a volley of projectile bullets while advancing forward. This move can activate Rush Mode. A Stand Rush skill that Narancia can disconnect from to freely act while it is executing. (Flash Cancel comboable)
Aerosmith performs a loop maneuver and drops a bomb towards the ground, generating an explosion that deals considerable damage and bounces the opponent off the ground. The bomb's fire lingers for a short moment as a low attack that cannot be blocked standing, still able to damage the opponent if they step in it and causing them to bounce off the ground. A Stand Rush skill that Narancia can disconnect from to freely act while it is executing. (Flash Cancel comboable)
Narancia orders Aerosmith to fly a distance forward, placing it into a position ready to attack. The attack button inputted determines how far Aerosmith travels before stopping.
This skill does not do anything by itself, but instead gives access to a variety of different follow-up skills that can be chained together up to three times in a looping series of attacks, plus three possible finisher skills to end the series at any time; The follow-up attacks are determined by directional buttons for standard skills, and attack buttons for finisher skills. This effectively gives the player direct control over Aerosmith until the series ends. However, as Aerosmith is being controlled, Narancia himself is stationary and vulnerable.
Every time a new skill in the series is executed, Aerosmith will always readjust its aim towards the opponent, automatically correcting its orientation should they have Sidestepped/Dodged it in order to once again send the attacks in their direction. This ability and every possible follow-up is a Stand Rush skill that Narancia can disconnect from to freely act while it is executing.
A standard skill that continues the "Attack!" loop. Aerosmith performs an upward loop and shoots downwards from a high angle. This deals the most damage and is a middle attack that cannot be blocked crouching, but has the longest start-up period.
A standard skill that continues the "Attack!" loop. Aerosmith advances straight forward while shooting bullets. This has the shortest start-up period and can cleanly combo from any of the other attacks.
A standard skill that continues the "Attack!" loop. Aerosmith loops downwards and shoots straight forward while flying low to the ground. This is a low attack that cannot be blocked standing, but deals the least damage of the four standard moves.
A standard skill that continues the "Attack!" loop. Aerosmith flies overhead in an arc while shooting downwards. This fires the most bullets in a single volley and functions as an anti-air attack.
A finisher skill that ends the "Attack!" loop. Aerosmith loops back around a long distance before firing off a volley of large, heavy bullets that are unblockable, knocking the opponent off their feet upon connecting. (Flash Cancel comboable)
A finisher skill that ends the "Attack!" loop. Aerosmith swiftly dives into a barrel roll low to the ground, launching the opponent into the air with its propeller if they are caught. This is a low attack that cannot be blocked standing. (Flash Cancel comboable)
A finisher skill that ends the "Attack!" loop. Aerosmith performs a loop maneuver and drops a bomb towards the ground, generating an explosion that deals considerable damage and bounces the opponent off the ground. The bomb's fire lingers for a short moment as a low attack that cannot be blocked standing, still able to damage the opponent if they step in it and causing them to bounce off the ground. (Flash Cancel comboable)
Narancia relentlessly kicks the opponent multiple times, the final kick sending them flying.
Narancia sends out Aerosmith to carpet bomb the whole area in front of him with a series of five dropped bombs. The attack knocks the opponent off their feet, dealing more damage the closer they are (as they are struck by more of the bombs) and knocking them a long distance away from Narancia. This HHA does not require an initial hit to connect in order to work, and will not stop until it finishes.
This HHA can also hit a downed opponent. Due to its fast speed, it can also be performed following Narancia's GHA and still successfully hit the opponent before they can recover, with strict input timing, but at drastically scaled-down and reduced damage.
Narancia commands Aerosmith to attack as it swoops low to the ground in an attempt to knock the opponent off their feet. If the attack is successful, Aerosmith will start hailing the opponent with an extended volley of bullets from below, carrying them high into the air. Narancia war cries "VOLAVOLAVOLA!!!" during the assault for a prolonged period, before shouting "Volare via!". On cue, Aerosmith finishes the attack by dropping a bomb on the falling opponent that generates a massive, point-blank explosion.
Narancia is an unconventional mid-ranged fighter with zoner-like capabilities and a small frame for good evasion. Aerosmith's bullet-firing power extends to many of his basic normal attacks, giving him greater effective range than most at a fundamental level. His ability to prod at the opponent with fast bursts of bullet volleys offers constant, consistent offensive pressure from afar and easier combos. With his myriad projectiles, he performs excellently when punishing his foe's own techniques, and defeats most opposing melee attacks. Narancia's most prominent ability takes the form of the "Attack!" series, sending Aerosmith out from himself with a variety of skills to assault the opponent remotely, forcing them to approach. Despite some vulnerability, the unique trait of being able to Stand Rush every single one of his Stand ON skills allows for many joint attacks and escapes should the need arise.
Narancia's shortcomings are the linearity of his skills and his reliance on retaliating against unwise actions. Aerosmith's bullets are easily Sidestepped, which can diminish much of the effectiveness he would otherwise get from battling at great distances. As a character that excels at intercepting and punishing reckless play, he inversely struggles fighting defensive foes where skills that can bypass their guard are either unreliable or offer poor damage; his command Throw executes slowly, and skills that hit Middle or Low are mostly found in the "Attack!" series where it may be difficult to convert successful hits into larger combos.
In all, Narancia's high adaptability makes him one of the best mid-ranged combatants in the game. The multiple hits Aerosmith delivers make for great combo-starters, and its fast, safe, and long-reaching bullet attacks can readily counter an opponent's mistakes and allow him to inflict respectable combo damage in retaliation.